10chars, credit to Bronn obviously.
seems that st.HP hp flash chop reliably trades with 4f normals much like the st.MP mp flash chop frame trap - could be useful if they catch on to the mp frametrap
Yeah it does, you get less off of the trade and counter-hit though, m.chop counter-hit is +5 and allows for st.lk, h.chop only leaves you +4 so limits your range to cr.lp/st.lp
excuse the music, I forgot to turn it off while recording, but it seems to me that your standard trade punishes work just fine - did I misunderstand you?
Maybe I mistimed, I couldnāt get st.hk to connect when I was doing it in a lobby yesterday
oh my list was already posted lol
Donāt know if this is posted already, but after the stomps, if you do light flash chop, you should be able to land a meaty counter hit st.mp against 3 frame jabs (tested this using Chunās cr.lp). You can also do f+HP whiff after normal stomps, which then will allow you to meaty those jabs with st.HP or f+HP.
If you land an ex stomp (you recover faster than normal stomps obviously), you can time it with st.mk st.lp, then you should be able to land that counter hit st.mp. Also after landing ex stomps, do light flash chop, st.HP after that will meaty the jabs, which will allow you to do into heavy chop into power drop.
edit: Well, I just remembered f+HP has the same startup as st.HP, so if you want a crush counter you can go with that instead.
If you land normal stomps and want to land the f+mp overhead, whiff a st.mp then go for the overhead, it will counterhit the wakeup jab. This doesnāt allow you to combo after it, but should leave you +3 if Iām reading the frame data right, so you can try a power bomb attempt that should beat out any jab attempts they throw out. edit: Actually I tested this some more and just kept mashing really fast with Alex, and it seems this setup might be a frame or so too fast. But when I just do it like a normally I get the counterhit which means being a little slower makes it work. Need to look into this some more.
Another alternative I think I talked about in the gen disc. thread is that you can whiff st.lp two times and then go straight into the st.mp/powerbomb mixup vs 3f jabs/whatever on a stomp HDK.
But Iāll definitely keep that F+HP whiff into meaty F+HP in mind, that sounds really fucking strong and a great way to keep them guessing! Same w/ LP Chop whiff.
If anyoneās interested into looking into safe jump set ups, I believe I was able to safe jump a j.HP off V-reversal. Ryu mashing DP, landed safe.
Is there some where that lists the frame advantage Alex has after his popular knockdowns? Also, to add to that, what is Alexās forward dash frames? Iād like to do some testing, but the info is all over the place.
You make a good point, Iāll add that data to the OP. The info is in the thread somewhere, I canāt remember the exact numbers though. All I remember is that his dash isā¦18f?
His Dash is 19 frames. Which is pretty bad. If you dash after any Power Bomb you are -4.
Alex mainly gets knockdown a off:
ex Chop
ex Elbow
Knee Crush
Power Bomb
Alex has plenty of great options after powerbomb. Thing is, of all of our follow up options - theyāre all committed reads. You donāt get anything free. We arenāt playing Mika. Our stun potential is the best in the game.
I still really enjoyed Viscantās blog about Alex. Very informative. http://shoryuken.com/2016/04/06/viscant-discusses-street-fighter-vs-alex/
Anyone have any tips for set play? I really try and incorporate as much as I can from the DaFeetLee set play video. Maybe I just need more practice, but itās really hard to adapt some of these tactics when people for the most part delay their wake up.
Canāt seem to get my momentum going once I have the knockdown sometimes.
I tend to go for the set play I would do anyways and if they donāt Quick Rise I try and time something else to be meaty.
I was going to work on a video showing the different things to do if they donāt quick rise but Iāve been ill since Sunday and I cannot be sitting down the with frame data to that kind of degree. I will get on it in a few days once I donāt feel like Iāve got a train crashing through my head.
For delayed wakeup you can usually use a whiffed cr MP to time another meaty MP/6hp on their delayed wakeup after most setups.
Problems with some setups Iāve seen is:
-some donāt cover back tech, like setups after ex flash, opponent can bach tech and your setups will whiff, leaving you punishable
-some are frame tight in order to work on delayed wakeup. And will change timing on hit or whiff.
Ex the āDanke setupā after ex knee:
Dash stand MP, stand mp, cr lk into stand MP or PBomb
Thing is the timing to get the double stand MP whiff in case of delayed wakeup is super fast and is not the same as the timing required for a stand MP (hit) link stand MP that you would do if they push button on fast wakeup. Timing on whiff is way faster, if you do this timing on hit you wonāt link the 2 Mps. So you need to hit check and that kindah kills the timing for delayed wakeup since you will āloseā frames in the process.
So as good as it seems in theory, I find it not practical, and Iāve been using other ways to kill frames like cr MP into 6HP.
On thing Iām working on and is confirming lk lbow (counter) into super itās actually not that hard and make the neutral game and post throw game pretty good. Iāve hit with plenty of lk elbow on ch before so if I can now convert into 45% damage its all good
I find lariat to be pretty easy to time as a meaty just off intuition when they donāt tech rise, no whiff timing required. It beats every option except invincible reversal and block, crush counters if they back dash or push a button, and leaves you +3 on block giving you a power bomb/normal mix-up opportunity.
Neutral jump HP is another easy to time meaty on no tech rise. If it hits, itās fairly easy to hit confirm into a HP/lariat combo. If they block, you can delay a couple frames when you land and go straight into power bomb or lariat. If you delay the lariat a few frames after you land, it also serves as a frame trap that beats 3F jabs.
Generally speaking, I tend to find the more opportunities I have to lariat, the better my win chance gets. Alex really likes being +3 on block, and it leads to big damage (and stun) combos on hit.